Batman: Arkham Origins developers have "no plans" for another patch, working on DLC instead

Warner Bros.

Warner Bros. Games Montreal have revealed that they won't be releasing a patch for the remaining - potentially gamebreaking - bugs and glitches in Batman: Arkham Origins. Instead, the game's development team is "working hard on upcoming story DLC". Understandably, that means it's time to reset the "days since last community outrage" timer back to zero.

The information was given by the game's community manager Mercury, who wrote the following in a forum threadabout a possible future patch:

"The team is currently working hard on the upcoming story DLC and there currently are no plans for releasing another patch to address the issues that have been reported on the forums.

"If we do move forward with creating a new patch, it will try to address the progression blocking bugs for players, not the minor glitches that do not prevent one from continuing to play. The issues that are not progression blockers will unfortunately no longer be addressed.

"We apologize for any inconvenience this has caused for some of you, and want to thank you for having been patient."

It's always difficult to get a sense of how many bugs remain in a game. It's entirely possibly that many people will be able to play through Origins without encountering any game-breaking issues. But that the second paragraph of Mercury's statement specifically mentions "the progression blocking bugs" suggests that WBGM are aware of the issues affecting their community.

It's unsurprising to learn that they're working on DLC, but to advertise that fact while saying you'll not be addressing potentially serious problems seems a bit callous. For all Battlefield 4's problems, at least DICE committed to not trying to sell more pieces of a game that wasn't working for players, announcing that their development team would focus entirely on bug-fixing at the expense of their DLC release schedule.

Thanks, Gamespot.

Bulletstorm 2 dismantled, People Can Fly working on new project

Still waiting for Epic Games to announce a Bulletstorm sequel? Don't hold your breath. This weekend at PAX East, studio boss Mike Capps admitted to GameSpot that while Epic Games has a soft spot for the over-the-top shooter, it recently made the decision to pursue other projects. "We thought a lot about a sequel, and had done some initial development on it, but we found a project that we thought was a better fit for People Can Fly," said Capps. "We haven't announced that yet, but we will be announcing it pretty soon." Topics Epic Games People Can Fly Shooter Bulletstorm Bulletstorm We recommend By Zergnet Load Comments

Customize trains, planes, and automobiles while playing Cities: Skylines

Cities: Skylines comes with a built-in tool if you want to tinker with the appearance of its assets, but there's also a mod that lets you change the way things look while you're actually playing the game.

Mod

The Advanced Vehicle Options modpops a little automobile icon on your dashboard, right next to the policies button. Click it, and you can start making changes to all the vehicles in Skylines, from cars and trucks to trains and planes, even while they're in motion.

There are several changes you can make, beginning with aesthetic ones. First and easiest, you can change the color scheme of the vehicles endlessly speeding around your city. Or, in the case of my terribly designed cities, the color scheme of the vehicles currently stuck in traffic. There are four color schemes for each vehicle, and once you've picked them the game will choose randomly between them when it spawns the vehicle. If you want every vehicle to spawn with the same color scheme (say you want to design a uniform fleet for one of your industries), just make the four color schemes identical.

Mod

While you're in there picking color samples, there are some other changes you can make that will actually have an impact on the game. You can enter a new maximum speed for the vehicles, though this doesn't necessarily mean you'll see cars and trucks traveling at point five past lightspeed. If there's traffic or if your roads don't support super-fast speeds (due to turns or traffic lights), they might not be able reach their new maximum speed. You can also change how quickly the vehicles accelerate and come to a stop.

This all applies to trains as well, both cargo and passenger. There's also an option to replace the last train car with an engine, which is generally the case with trains so they can avoid those pesky three-point turns.

Mod

If you're more draconian with your city management, you can completely remove all instances of a particular vehicle and not allow any more to spawn. This could have a serious impact on your city, depending on what vehicle you eliminate. Sure, you may be sick of seeing that damn donut truck everywhere you turn, but it is actually making deliveries that your business community needs. You can also change the capacity of vehicles, to allow them to carry more or less of whatever it is they are carrying. Donuts, for instance.

As is the case with most Skylines mods, Advanced Vehicle Options is a one-click install via the Steam Workshop, after which you need only activate it from the main menu. The modder states he hasn't found any compatibility issues, and I didn't have any problems running it despite the number of other mods I have enabled, either.

Batman: Arkham Origins Initiation DLC sends you to North Korea

Because it's the Dark Knight, it doesn't surprise me that the latest Batman: Arkham Origins DLC ships you off to a place where "there is no room for your self-righteous Western morality." Well alrighty then.

DLC ships you off to a place where "there is no room for your self-righteous Western morality." Well alrighty then. Dubbed "Initiation," the latest DLC is a challenge map pack that pits Bruce Wayne against a series of martial arts obstacles high in the mountains of North Korea.

Initiation is out on Dec. 3and should offer up some new locales to beat up on lesser mortals who haven't yet reached the exotic heights of a bearded and angry-looking Bruce Wayne. And with the requisite bamboo forest and craggy mountain monastery, it's safe to say the new DLC will have us pondering some places that might feel a little familiar. Initiation is set to include four different maps and a pair of new skins, rope gauntlets included.

If you already have the Season Passfor Arkham Origins, the new content should be available instantly tomorrow. By itself, Initiation should cost. Not up to speed on the latest entry in the Arkham series? Take a look at our review of Originsbefore you check out the trailer for the new DLC below.

Where do you buy your games? We're guessing it isn't HMV if the company's plans are anything to go by

It's strange, isn't it? With Sony announcing that it's sold some 3.9 million PlayStation 3s over Christmas, you'd think it would be a great time right now to be a videogame retailer. But that's not the case for historic UK retailer HMV. The company as a whole has been struggling for a while, but this Christmas has hit it particularly hard, with videogame market share down some 16% from last year. And

Cities: Skylines dev will support game "as long as we possibly can"

It shouldn't be a surprise, given that it's sold over one million copies, but Cities: Skylines developer Colossal Order has pledged to support the game for "as long as we possibly and technically can while people enjoy playing."
In recognition of the game's support, Hallikainen explains that they won't move on to a sequel until it doesn't make sense to continue supporting last March's release.

Cities19

In a huge TechRadarinterview, CEO Mariina Hallikainen talks about the overwhelming success of the Paradox-backed citybuilder, as well as the work undertaken by the community through mods.

"I think the point where we have to move on to a sequel is when the technology is in such a state that it doesn't make any sense to continue working on Cities: Skylines," Hallikainen says. "I'm hoping that will be some years in the future because there's so many ideas we want to add to the game before going there."

As for what's next for the game, Hallikainen says, "We're going to be focusing on some great expansions and getting free updates out to generally improve the game. We're also very focused on improving the modding tools to allow them to do even cooler stuff."

More information is due out at Gamescom, this August. The game's most recent patchbrought new buildings and pedestrian tunnels.

Thanks, VG247.

Batman: Arkham Origins season pass draws controversy

WB Montreal's plans for Batman: Arkham Origins have so far been expansive.

WB Montreal's plans for Batman: Arkham Origins have so far been expansive. The studio's trip into Batman's beginnings will include multiplayer, permadeath,and a string of post-release content, including an awful lot of outfit options for the Caped Crusader as part of the season pass. The outfit options have producer Guillaume Voghel on damage control today—IGN reports that the multitude of costumes has some fans perceiving a lack of real value. Voghel defends the pass's contents and teases something else for the game that he thinks will have a large impact.

"There's going to be a lot of value in that Season Pass," Voghel tells IGN. "One of the items we can't talk about yet...we'll just wait for the gamers to really see what the entire package contains. It's going to be a big deal."

Arkham Origins' season pass promises skins, a challenge mode, and an additional side story for $20. The challenge mode, called "Initiation," features a pre-Batman Bruce Wayne fighting his ninja mentor in Asia. Two of the skins coat Batman in costumes from the Gotham by Gaslight and Brightest Day comic storylines, while the New Millennium and Infinite Earths packs contain six additional skins each. So far, there are no details on the “side story” DLC.

Arkham Origins is the prequel to the Arkham franchise started by Rocksteady Studios in 2009. Arkham Asylum and Arkham City put the studio on the map, but Rocksteady has handed the reins to Warner Bros. Montreal for this installment. The franchise is no stranger to DLC controversy—two years ago, Arkham City drew criticism for locking away single-player Catwoman content behind its online pass, and for tying similar cosmetic skins to different retailers. Those issues were more of a console problem, however.

Season Passes and after-release DLC aren't going anywhere, and when done right, can be beneficial to your budget (we're looking at you, Bioshock Infinite), but if WB Montreal ends up relying on new bat-costumes for its post-release plans, we'll be pretty disappointed.

GamesRadar editors (personal) Games of the Year 2011

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Cities: Skylines getting nocturnal After Dark expansion

Do you like the dark?

Do you like the dark? Do you like the way it moves? Do you come alive when neon kills the sun? If you answered yes to at least two of those questions, then first, rock on, and second, you'll be happy to hear that the first expansion to the hit Cities: Skylineshas been revealed as After Dark, featuring a day/night cycle that Paradox Interactive says will have a big impact on how cities are managed.

"Day and night changes in the city and affects citizen schedules," the publisher explained. "Traffic is visibly slower at night and some zoned areas do not work with full efficiency, further easing the traffic. Service vehicles move around as usual."

Other changes in the expansion are Leisure Specialization for commercial areas, which will make them more active at night, and Beach Specialization, which will enable "beach activities" in commercial areas such as beach bars and restaurants along the shoreline. City services are also being expanded: Criminals will be transported from police buildings to prison, taxis will hit the streets, and an international airport will allow for much greater volumes of traffic than the current model.

Released in March, Cities: Skylines handily out-citied SimCityand became a surprise hit, setting a Paradox sales recordand quickly racking up more than one million unitssold. In July, developer Colossal Order said it intended to support the game"as long as we possibly and technically can." A release date for After Dark hasn't been announced, but Paradox says it's "coming soon."

Batman: Arkham Origins features a permadeath mode, plus DLC that reveals Origins' origins

Killing The Batman is about to become a whole lot easier, thanks to one of Batman: Arkham Origins ' many extra modes.

' many extra modes. It's called I Am The Night, and it sounds like quite the challenge. As revealed at the Eurogamer expo, the mode gives you no saves and only a single life; it's joined by a "really difficult" New Game Plus, and of course those new multiplayer shenanigans. Producer Guillaume Voghel also outlined the upcoming Initiation DLC, a single-player slab of story that moves the action to Asia.

Initiation will see you playing as a pre-Batman Bruce Wayne, who goes to a monastery in Asia to learn how to be a ninja, and master all those fancy techniques he's always busting out on The Joker's henchmen. It sounds a lot like the opening to Batman Begins, the bit where Christian Bale climbs a mountain, picks a flower and then (sorta) kills Aslan.

Warner Bros Games Montreal demoed Origins at last weekend's Eurogamer Expo - there's a video of their presentation below.

GamesRadar UK Podcast 004 - Christmas Cracker

It's that time of year again. The time we look back over twelve long months of games - some amazing, some not so much, but all worth remembering as 2011 comes to a close. There's also all the regulars including the Electronic Mailbag, the always sexy Erection Section and Gaming Monkey. So sit back, relax and enjoy our festive offerings. Electronic Mailbag Got a burning question you want to ask the GamesRadar UK podcast team? Then use the following ways to contact us... E-mail - gamesradar@futurenet.com Twitter - Use the hashtag #GRUKQA Facebook - Leave your burning questions in the comments Subscribe iTunes RSS Feed

Add dynamic depth of field to Fallout 4 with Dynavision mod

This week on the Mod Roundup, Fallout 4 gets a dynamic depth of field mod that changes depending on what you're looking at, plus a nifty configuration tool that lets you pop a holotape into your Pip-Boy and change the settings while in-game.

This week on the Mod Roundup, Fallout 4 gets a dynamic depth of field mod that changes depending on what you're looking at, plus a nifty configuration tool that lets you pop a holotape into your Pip-Boy and change the settings while in-game. Speaking of visuals, Cities: Skylines gets a mod that lets you enable weather and even change the position of the sun in the sky. Meanwhile, Stardew Valley gets a mod that easily lets you determine which of your animals feel loved, and which need some attention.

Here are the most promising mods we've seen this week.


Dynavision, for Fallout 4

This mod provides a convincing dynamic depth of field that changes depending on what you're looking at. There's a documentary-length video above you can watch above to see how it works, and in an extremely clever touch you can edit the mod settings while in-game by inserting a holotape in your Pip-Boy and fiddling with the settings. Cool.


Ultimate Eyecandy, for Cities: Skylines

This mod really lets you go to town on your city's visuals. Change the sun's position in the sky as well as its intensity, switch on rain, snow, and fog, swap to your favorite LUTs while in-game, and save your choices as a preset that you can instantly apply to your other cities.


Loved Labels, for Stardew Valley

This mods provides a tooltip when you mouseover your farm's critters and creatures. At a glance, you'll be able to tell if they feel loved or need a bit more attention. It's not just a time-saver for you busy farmers, it's also customizable, letting you enter your own text for the labels.

Looking for more mods? Check out or lists of the best Stardew Valleys mods and the best mods for Fallout 4 .

Nvidia PhysX adds not the fog effects that Gotham needs, but the fog effects that Gotham deserves

Like previous Arkham games, Batman: Arkham Origins will get some fancy PhysX effects courtesy of Nvidia's saucy particle tech, because why have a cape at all if you can't swish it luxuriously through some heavy mist?

Like previous Arkham games, Batman: Arkham Origins will get some fancy PhysX effects courtesy of Nvidia's saucy particle tech, because why have a cape at all if you can't swish it luxuriously through some heavy mist? Why litter your alleyways with newspaper scraps if they can't twitch and deform in the breeze? What's the point of pounding crims in snowy streets without slightly deformable snow to preserve the motion of your spinning face-kicks?

To be honest, I'd give all that up to maintain a stable framerate, but it's always nice to see PC ports getting a bit of extra love. The video below shows off the extra FX, and BONUS: it has Batman in it!

Arkham Origins is out on October 25.

Epic: Movies and cheap apps are killing traditional games

Mike Capps, President of Epic Games, has again added his voice to those prophesying doom for traditional games in the face of app-style gaming. In an interview with IndustryGamers , Capps puts aside financial issues to concentrate on the impact of new-media phenomena from a perspective less of market share and more of mindshare. He says releases like Gears of War 3 and the well-reviewed but unprofitable

Mod lets your XCOM 2 soldiers have time-traveling children

This week on the Mod Roundup, your XCOM 2 soldiers can hook up with each other, sort of, and have babies, sort of, and then the babies will time-travel from the future as fully grown adults and join your squad.

Xmod

This week on the Mod Roundup, your XCOM 2 soldiers can hook up with each other, sort of, and have babies, sort of, and then the babies will time-travel from the future as fully grown adults and join your squad. (Look, sex in the alien apocalypse is a little complicated, okay?) Also, Skyrim's cities and towns get a massive overhaul and brand new citizens, and Fallout 4's convenient quickloot system comes to Fallout: New Vegas.

Here are the most promising mods we've seen this week.


Bonding and Time Travelers, for XCOM 2

Xmod

Joe recently wrote about an XCOM 2 mod that promotes relationship buildingfor your squad members. The same modder has expanded on that premise by allowing your soldiers to hook up with each other and make babies. And, thanks to a time machine, the kids can then join your squad as fully grown adults. Why the hell not? Stranger things have happened.


Holds the City Overhaul, for Skyrim

This overhaul, years in the making, focuses on Skyrim's cities, expanding and sometimes even rebuilding them from the ground up to make them bigger and more densely populated. There are more settlements and forts, a bunch of new named NPCs with their own stories and schedules, and even new books that expand on the lore and history of Skyrim. The video above shows some of the changes.


Fallout 4 Quickloot, New Vegas

The convenient quickloot system from Fallout 4, which we saw modded into Skyrim recently, has also been modded into Fallout: New Vegas. You no longer have to open a container to see what's inside, and the mod is fully customizable: you resize and reposition the quickloot pane, and it will match your custom HUD color. Thanks to Owen at Polygon for the tip!

Looking for more mods? Check out our best mod lists for Stardew Valley, Skyrim, and XCOM 2.

Batman: Arkham Origins trailer biffs, pows and thwacks its way into view

This new Batman: Arkham Origins trailer wants to reassure you.

trailer wants to reassure you. It wants to sit you on its knee and softly whisper, "shhh, it's okay. Even though I'm not being made by Rocksteady, my developers love punching just as much." Batman's going to need that fist-pounding aggression, too, with eight villains looking to track him down and a yet to be convinced Commissioner Gordon offering no help.

As an aside, one of the more notable things about this footage is Batman's voice. There's been a recent trend for recasting leads, but for this prequel, it makes sense. Batman sounds like a younger Batman, which given that he is, fits the brief perfectly.

Batman: Arkham Origins is due out on the 25th October.

Punch your way into more Gamescom coverage by pounding on this link.

The Top 7... Best games of 2011 (so far)

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Put hats on your robots with this Fallout 4 mod

This week on the Mod Roundup, we've got craftable hats you can place on your robotic companionsin Fallout 4, a feature that Bethesda somehow overlooked in their new DLC.

f4mod

This week on the Mod Roundup, we've got craftable hats you can place on your robotic companionsin Fallout 4, a feature that Bethesda somehow overlooked in their new DLC. There's also a mod that brings co-op play to the original Crysis, and a Half-Life 2 mod with an original story that takes place on an alien planet.

Here are the most promising mods we've seen this week.


Craftable hats, for Fallout 4

F4mod

The Automatron DLC for Fallout 4 arrived recently ( we reviewed it here) and with it came a little problem. It doesn't let you place cool hats on the heads of the robots you build. When will developers learn: we really, really like putting hats on things. Now we can.


From Earth, for Half-Life 2

Freshly arrived on Steam in public beta, From Earth is a Half-Life 2 action adventure mod about two humans who find themselves being hunted on an alien planet in the year 3000. How will you survive? Fight the alien overlords, or look for a peaceful solution?


Crysis Co-op

Crysis

It's been seven long years in the making, but some clever and incredibly diligent modders managed to bring a co-op mode to Crysis. It involved importing the single-player AI into multiplayer, along with movement, animation, weapons, and mission scripts. There's currently only one level to play, but it sounds like there's more on the way,

Looking for more mods? Check out our lists of the best mods for Stardew Valleyand the best mods for Fallout 4.

Batman: Arkham Origins trailer introduces Copperhead

Batman: Arkham Origins is set during the Winter, which is a notoriously chilly time of year.

Batman: Arkham Origins is set during the Winter, which is a notoriously chilly time of year. Not that you'd know it from the game's superheroes and villains, who, judging by the trailers released so far, are all too happy to go gallivanting through Gotham in their skin-tight costumes. They'll catch their death, the poor dears. Copperhead is the latest assassin to show up for this climatically inappropriate fancy dress party, and is now forced to keep warm through the physical exertion of repeatedly kicking Batman.

That'll be the 'New 52' version of Copperhead - from the DC comics reboot of a couple of years ago - and as such, she's no longer a man in a snake costume. She's one of the eight assassins out to collect Black Mask's bounty for killing the Bats. Cue lots of punching.

Batman: Arkham Origins is due out October 25th.

TalkRadar UK Episode 80

Listen now... Good dayto you.Swooping in from the clouds like a mighty griffinwith murder in it's mind is another episode of TalkRadar UK. This week the men discuss their personal experiences with 3DS, now that they each have one at home, Justin get's a fizzy feeling in his groinal zone as he chats about Pok%26eacute;mon Pinball in the Appreciation Section, and Cundy is diagnosed with dry eyes LIVE

Modder delivers the original Doom in VR

This week on the Mod Roundup, you can experience the original Doom in VR, thanks to a mod that lets you play with the Oculus Rift.

Doom

This week on the Mod Roundup, you can experience the original Doom in VR, thanks to a mod that lets you play with the Oculus Rift. We've also got a mod that adds camping to Fallout 4, complete with tents, campfires, and a special sleeping bag for Dogmeat. And, a modder has decided to overhaul Aliens: Colonial Marines, fixing everything from AI to weapon balance.

Here are the most promising mods we've seen this week.


Campsite, for Fallout 4

F4mod

Perfect for a little relaxation between adventures, this mod adds craftable tents and sleeping bags, campfires and lanterns, and a cooking pot. There's also a beacon you can drop to mark your camp's location on your map. It even comes with a new bed for Dogmeat, which he'll sleep in—complete with custom snoring sounds—until you wake him up. The wasteland just got a little more cozy.


GZ3Doom

Doom1

The granddaddy of first-person shooters, playable in VR? This is a mod for GZDoom, which is a source port based on ZDoom, which is an enhanced port of the official Doom. Modception! GZ3Doom allows you to play Doom with an Oculus Rift. There are a lot of instructions to get it working, as you might expect, so head hereto find out more.


Aliens: Colonial Marines Overhaul

Acm

Aliens: Colonial Marines was a disappointment in more ways than one, but modders have always been willing to embark on salvage missions. This mod, by Templar GFX, is an attempt to fix a number of problems by improving both human and xenomorph AI, weapon mechanics and ballistics, animation, lighting, and other engine features. It's still a work in progress, but worth checking out if you own ACM.

Batman: Arkham Origins hands-on: cleaning up Gotham's streets, one masked madman at a time

Written by Matthew Pellett.

As a product of the Joel Schumacher Batman & Robin era, I grew up rather apathetic towards the Dark Knight. 2009's Batman: Arkham Asylum eventually put me on the right track, and in the wake of Batman: Arkham City I nearly spent a full day drawing little bat symbols on every lightbulb in my house. Which is why I'm terrified to start playing Batman: Arkham Origins.

With Batman: Arkham Asylum, Rocksteady transformed Batman into a gaming icon. Strip off the cowl and Batman becomes Bruce Wayne; this we know. But take Rocksteady out of the Asylum games and you've got what, exactly? That's the thought running through my head as I take control of Batman in his latest outing, developed not by series creators Rocksteady but by relative newcomers WB Games Montreal. If they get this wrong, they will have ruined my Batman.


"Black Mask gathers eight of DC's toughest assassins and sets them loose in Gotham City to kill Batman"

My first reaction is one of confusion. Arkham Origins isn't Batman's origin tale. Rather, it's a 'Year Two' adventure. Set on Christmas Eve, it's the story of how Black Mask gathers eight of DC's toughest assassins and sets them loose in Gotham City to kill Batman, and how the Caped Crusader overcomes the odds and first begins what's to become a very long war against the city's masked villains.

But as I start my clean-up by tackling an eight-strong band of The Penguin's thugs I discover the freeflow combat skills picked up in Arkham City – the simultaneous counters, the quick-spray explosive gel, the weapon stripping and so on – are available.

The world's greatest detective inside me points out that this adventure predates Arkham Asylum's fiction (indeed, it's set so early on in Arkham's timeline that Batman hasn't yet met Captain Gordon and the Penguin is currently sans bottle-monocle). So why is it that, post-fight, I'm also able to launch up into the sky and slingshot myself across the city with the grapnel boost manoeuvre, which was only possible in Arkham City thanks to a new prototype gadget? Or perform double-takedowns on unsuspecting goons when I'm later sneaking around Gotham's dockyards to infiltrate The Penguin's super-tanker base?

Comic book lore is no stranger to plot holes, and I'm happy to shrug the timeline inconsistency aside on the grounds that it makes for a better game in the long run. That the combat and city traversal feels exactly like Arkham City should come as no surprise: WB Games Montreal inherited every last scrap of code and kilobyte of assets from Rocksteady.


"Cops battle thugs in the streets as a major snowstorm buffets the city"

Initial familiarity soon slips into the shadows as new features emerge. The core mechanics haven't changed too much, but WB Games Montreal feel more mileage could be wrung out of Batman's existing skillset complexities. Hence the birth of the Dark Knight system, which sees Bruce programming the Batcomputer to set combat metachallenges for XP and gadget rewards as he trains himself (and you) over the course of the night.

Though Arkham City's landmass has been reused, it's almost unrecognisable from its last runout. In its pre-Asylum, preflooded, snow-covered midwinter state it feels vibrant and looks lived in.

Indeed, cops battle thugs in the streets as a major snowstorm buffets the city and drives innocent residents indoors and behind locked doors. As Batman explores the city, you'll be able to tune into police dispatch radios and swoop in to stop crimes in progress, as well as pick up and follow clues to villain-specific splinter campaigns.

My demo takes place entirely in Old Gotham – a scant 50 percent of the game. Across Gotham Bay lies the upmarket island of New Gotham, where skyscrapers dominate the horizon. The added verticality won't be sectioned off into a separate location bubble such as Arkham City's hemmed-in Wonder Tower: from the tip of the tallest building to the far corners of both islands and the long bridge stapling them together, the entirety of Gotham City's external map lives in one streaming world. (Albeit a world big enough to warrant a new fast-travel system in the form of the Batwing.)

The extra real estate is put to good use in a revamped detective mode, too. The redesigned system sees you scanning clues and piecing together video recreations of crimes; videos that can be scrubbed through to pick out incidental details (such as a killer leaving a fingerprint on a surface) for further investigating. Though the demo's crime scene took place inside a single room, I'm told city-wide crime scenes can and will appear.

And what of the void left by original custodians Rocksteady? Newcomers WB Games Montreal are understandably going to be viewed as a sidekick developer until they prove they can pull this off, but as a couple of major demo features (dynamic weather that affects combat and enemy quadrotor drones in predator rooms) have been removed on the grounds of them not meeting 'Arkham Quality' levels, the team's breaking its own back, Knightfall style, to live up to all the expectations.

Batman: Arkham Origins is out on October 25.

Bulletstorm: All 131 skillshots in 1 video

Earning a skillshot in Bulletstorm is easy. Head shots, neck shots, leg shots, nut shots%26hellip; the game rewards you for shooting your enemies pretty much anywhere. Earning all 131 skillshots, however, requires way more effort. Hours, possibly days or weeks, of experimenting and improvising with each weapon, each level and each method of torture possible. You could use our Bulletstorm skillshot

Be a dog in Fallout 4 and watch a deer play GTA 5

On this week's Mod Roundup, you can now play Fallout 4 as its true hero, Dogmeat.

Xmod

On this week's Mod Roundup, you can now play Fallout 4 as its true hero, Dogmeat. There's also a modded version of GTA 5 featuring an AI-controlled deer, which you can watch around the clock as it's streamed on Twitch. In non-animal related modding news, a cosmetic pack for XCOM 2 lets you dress your beloved troopers in slick-looking gear from Titanfall.

Here are the most promising mods we've seen this week.


Be The Dog, for Fallout 4

F4mod

We're still eagerly awaiting Bethesda's release of modding tools for Fallout 4, but in the meantime the lack of official utilities doesn't seem to be slowing anyone down. This mod made by Abbelovesyou lets you play Fallout 4 as Dogmeat, or any of the other dogs in the game inducing mutated mutts and raider dogs. Wander, loot, and deliver bites to your enemies.


San Andreas Streaming Deer Cam, for GTA 5

This isn't a mod you can play, but interestingly enough it's a mod you can watch. This modded version of GTA 5 is being streamed on Twitch around the clock, and it follows the life an adventures of a deer. Watch it roam the countryside, cause traffic jams, wander into populated areas, and even get chased by the fuzz. It's oddly engrossing. I just saw it visit an airport, get a three-star wanted level, and then get hit by a landing jumbo jet.


Titanfall Gear, for XCOM 2

Xmod

Cosmetic improvements continue to roll in for XCOM 2, and here's an extremely cool pack that will let you dress your soldiers up as if they've just arrived from Titanfall. Captain gear, Spectre gear and Pilot duds are currently only available for male soldiers, though I'm hoping that will change in the future.

Best E3 trailers of 2013

This year's conference has been the best in years.

This year's conference has been the best in years. We've seen lots of footage of announced games, and almost as much of until-now unannounced ones. Check our list to keep up with the best PC games of E3 2013, discover six reasons why the PC is winning the showand read our take on the press conference that PC gamers deservefor an overview of all that's gone on in the last few action-packed days in PC land. To boot, we've also pulled all of the best videos of the show into one place so you can absorb moving images of the finest games on the show floor this year and decide which ones look most promising. Make a nice hot drink, sit back and enjoy the best that E3 2013 has to offer.


The Witcher 3

The moment you see Geralt wrestling his steed out of the forest onto that chilly plain you get the feeling that this is going to be something a bit special. The Witcher 3will be open-world, and what a world it is. Forested, swampy, icy and full of varied and dangerous forms of life, like treemen, harpies and hairy zombie stag monsters. The only weird thing is that Geralt says "product not yet rated" at the start. Is he watching his own trailer, knowing somehow that he's a player character in a videogame? This explains why he's so angry all the time.


Mirror's Edge 2

Faith will finally make her return, in a reboot that EA describe as an "open world action adventure." This trailer is "in-engine," which doesn't mean the final game will look and move exactly like this. Still, it gives us a flavour of what DICE could do with that beautiful blazing Mirror's Edge aesthetic and the graphical oomph of Frostbite 3. This trailer's pretty combat heavy, and those hoping that there'd be no guns in a new Mirror's Edge won't like the look of what the soldier on the balcony is holding at 00:50, but the potential of a Mirror's Edge game with a gorgeous white city to explore is almost too much to bear.


Battlefield 4 multiplayer

From the ANGRY MACHINE NOISE intro to the moment-to-moment shootybang action, Battlefield 4certainly resembles its predecessor, but for fans there's plenty to like in this video. The five man squad size. The commander mode. The giant skyscraper that collapses, covering the map in thick clouds of dust and rearranging control points. The moment where a helicopter appears at the windows looks staged (and it surely is), but watching the live stream that EA were running from the E3 show floor, this was a common tactic employed by passers by. It looks great. Also, for the first time in Battlefield multiplayer - the awkwardness of a squad of battle hardened soldiers trapped visor-to-visor in an elevator, listening to cheesy elevator music.


Titanfall

So THIS is what Respawn have been working on for all that time. The ex-Infinity Ward devs behind the early Call of Duties have made a man vs. man-in-mech shooter called Titanfall. Where to start. There's the rapid fire rocket launcher. There's wall-running with jetpacks. There are fleets of spaceships warping into orbit dropping giant robots onto the battlefield. You can punch another mech hard enough to pull its pilot out and fling him across the battlefield. These seem like very fun things to do in a multiplayer shooter. Apparently it's built in a heavily modified version of Valve's Source engine. One to watch.


Dragon Age: Inquisition

Apocalyptic scenes from the new Dragon Agetrailer, here. DA1 was all about the apocalypse that swells up from beneath the earth. This one rains down in a blaze of green fireballs. It doesn't bode well for our favourite characters. Varric's rarely looked so sad. The Qunari look about as angry as usual and everything's on fire. But hey! Morrigan's back and the new engine looks much shinier than DA2's. It'll be tremendously exciting to see what Bioware have been working on all this time, and how they plan to use all of those maybe-living, maybe-dead characters from Origins and DA2.

Bulletstorm devs playing with PS3 fans this Saturday

Want to work with Epic Games? Good luck with that. Want to kill with Epic Games? That's a little more doable. This weekend, the Bulletstorm developers at People Can Fly and Epic Games are inviting PS3 fans to join them online for a little co-operative Anarchy Mode action. The North America event will be hosted by Epic Games and takes place from 12pm until 3pm Pacific Time this Saturday, March 12th

Live-action Deus Ex trailer charts the mechanical apartheid

Through the magic of moving pictures, Eidos Montreal is filling us in on the events separating Deus Ex: Human Revolution from Mankind Divided —events so grim that augmented lingerie models give way to mechanical apartheid in one three-minute video.

—events so grim that augmented lingerie models give way to mechanical apartheid in one three-minute video. Yikes.

As you'll remember from Human Revolution (and if you haven't played it, erm—spoilers!), augmented humans were induced into mass psychosis by one barmy individual. Millions died, and the 'natural' survivors are keen to keep augs as far from society as possible.

As the trailer reveals, things get bleaker from there. You'll be able to see just how bleak (and how much of it is your fault) come August 23.

First Marvel Universe details revealed: You play as Marvel characters, it's free to play, and more!

Gazillion held an event in San Francisco this evening to reveal the writer for it's upcoming MMO Marvel Universe, and ended up revealing a whole lot more.

marvelteam cut

Gazillion held an event in San Francisco this evening to reveal the writer for it's upcoming MMO Marvel Universe, and ended up revealing a whole lot more. Details about the game have been very scarce before today, and even though they didn't show the game and replied to a lot of questions with "we're not ready to talk about that yet," we can piece together a pretty good guess at the direction the game is heading in based on the confirmations and the hints they did give.

What we know for sure:

Marvel Universe will be free-to-play, and was planned that way from its inception. It's being developed by Secret Identity, a sub-group of Gazillion that was formed in late 2009 specifically to build Marvel Universe. You can play as Marvel characters, and other players can be the same hero as you at the same time, which the devs believe creates "lots of problems and lots of opportunities." You won't have to choose only one character, but will be able to play as all of them. Some of the characters you will play as are: Captain America, Iron Man, Wolverine, Hulk, Thor, Spiderman, Nova, and Squirrel Girl. Doctor Doom will be the game's main villain (at least at launch). Brian Michael Bendisis writing for the game According to Brian, "no corner of the Marvel Universe will be left unturned," although he was likely referring to over the game's lifetime, not necessarily all at launch. You will play through existing stories that are told in the comic books. The game world exists within the canon Marvel Universe--this is not an alternate reality scenario. Marvel Universe is being made primarily for adults (as opposed to Gazillion's other kid-focused Marvel MMO, Marvel Superhero Squad). They want to target core gamers first, and also make it accessible for everyone else.

What we suspect (not confirmed, but hinted at):

There has to be lots of content that isn't based on existing comic book stories. It will likely be released on consoles after it's on PC. When asked about a console release, one of the developers said that it would come to PC first, but that they want as many people as possible to play it and other platform releases were "TBD, no wait, TBA!" That he felt the urge to clarify it was going to be announced, not decided, makes me think it will be coming to consoles. The game should have some open world environments: references were made to "hundreds of Wolverines" running around, which the developers feel is less of a problem than no one getting to play as recognizable characters. When asked if it would be browser-based, the developers insisted that accessibility was a crucial part of their game design, but they also stressed that they would be delivering a AAA-quality game. We'll have to wait to find out this one for sure.

What we will rampantly speculate on (not even close to confirmed; pure guesses):

You might be able to play as a villain. It's true that Doctor Doom was described as "the main villain" for the game's main story--not just for heroes--but it's possible that he's gone rogue, and both sides have reasons for wanting to stop him. (confidence in prediction: 50%) It seems like the best way to keep the whole "everyone can be Wolverine" problem contained is to provide a heavily-instanced experience. I would not be surprised if they follow a similar route to Guild Wars, and Gazillion's own Marvel Superhero Squad: centralized hubs for chatting/hanging/crafting and instanced missions. (confidence: 60%) If it is a browser game, they're likely using the Unity engine. No other engine that we know of could come close to providing the experience they want to deliver in a browser. They would not confirm if they're building a new engine or using an existing one, but it seems likely that they're using an existing one since the game has only been in development for a little over a year. (confidence: 20%) A major form of monetization in Gazillion's Marvel Superhero Squad is purchasing new heroes to play as. In Marvel Universe, you might have to buy/earn the many heroes that you want to play as and to experience their stories. (confidence: 60%) I'd be surprised if you could "swap" between Marvel heroes on the fly like you do in Gazillion's other Marvel MMO, Marvel Superhero Squad, that would feel very weird in story-driven missions where you're playing out a specific character's story from the comic books. (confidence: 30%) I'd guess that the game should be in open beta in mid-to-late 2012. It was specifically said that the game is "still a ways out," but open betas usually come quickly for free-to-play games. (confidence: 50%)

Rez, Child of Eden creator steps back from games development

Rez and Child of Eden creator Tetsuya Mizuguchi is no longer producing games. Q Entertainment, which Mizuguchi co-founded in 2003, told Eurogamer that he is becoming more of a spokesperson for the company since leaving active production. Mizuguchi's last game was Child of Eden, a musical shooter which was well-received by critics but sold only 34,000 copies in its release month of June 2011, according

Live-action Deus Ex trailer charts the mechanical apartheid

Through the magic of moving pictures, Eidos Montreal is filling us in on the events separating Deus Ex: Human Revolution from Mankind Divided —events so grim that augmented lingerie models give way to mechanical apartheid in one three-minute video.

—events so grim that augmented lingerie models give way to mechanical apartheid in one three-minute video. Yikes.

As you'll remember from Human Revolution (and if you haven't played it, erm—spoilers!), augmented humans were induced into mass psychosis by one barmy individual. Millions died, and the 'natural' survivors are keen to keep augs as far from society as possible.

As the trailer reveals, things get bleaker from there. You'll be able to see just how bleak (and how much of it is your fault) come August 23.

Make Arma Not War" modding competition launched with $680,000 up for grabs

"Make Arma Not War" modding competition launched with $680,000 up for grabs
Arma has always been quite moddable.

Arma has always been quite moddable. Every piece of Bohemia Interactive's military sim has been renovated or replaced hundreds of times over by the game's prolific community--its missions, islands, audio, weapons, and vehicles. Today Bohemia makes a major effort to support that culture of community content creation as it begins a more than year-long competition called “ Make Arma Not War.”

A total of a half-million Euros (about $680,000 USD) will be be awarded to modders in 2015, with the winners in four categories selected by a panel of about a dozen game industry professionals, community members like Dslyecxi, and Bohemia developers. “Having a competition like this is giving the people something back, essentially. Giving them more serious reasons to show off, to make something out of their hobby,” says Ivan Buchta, Creative Director at Bohemia.

CEO Marek Spanel underlines that the competition is Bohemia's way of supporting a fundamental part of its franchise. “Ever since Arma: Cold War Assault, we've made it a priority to support our community with tools, documentation, and sample models, and Arma 3 is no different. With the integration of Steam Workshop, a refreshed tool suite, updated user licenses, and of course the Make Arma Not War contest, we're hoping to push things further. It's clear that, with our open architecture and creative community, much more extra content can be produced. Correspondingly, we've seen this affect the longevity of our games: each Arma installment is played actively for years and years after their release.”

Employment and publishing rights, along the lines of what was earned by DayZ creator Dean Hall, also aren't out of the question for potential winners and entrants to the contest. “It's a great way for us to find new employees,” says Korneel van 't Land, Brand and PR Manager at Bohemia. “They're training themselves with our tools and technology. We might be able to find talent. The recruitment aspect is also quite important.”

The disproportionate, €200,000 sum allocated for the “Total Modification” category indicates that Bohemia is serious about stimulating more Arma spin-offs through this contest. After the success of DayZ, a mod that shifted Arma somewhat out of its simulation roots, Bohemia says it's looking for more original ideas alongside content that enhances Arma 3. “It would be great if more people were able to think out of the box, step outside of the technical military simulation game we have, or even go deeper inside it, and create something revolutionary, something inspiring, something that will set a direction for the future, even for our competitors,” says Buchta.

Read up on the contest rules at www.makearma.com. Bohemia will accept entries until October 28, 2014. In the meantime, here's a list of some of our favorite Arma 3 contentcreated to date.


Prizes

Total Modification

€200,000 1st place

Single-Player Game Mode

€50,000 1st place

€30,000 2nd place

€20,000 3rd place

Multiplayer Game Mode

€50,000 1st place

€30,000 2nd place

€20,000 3rd place

Addon

€50,000 1st place

€30,000 2nd place

€20,000 3rd place

In the run up to its launch, indie FMV mystery game Her Story gave the impression that it would do fairly

well. It was relatively inexpensive, it was different, and there was almost as much mystery about how it would play as to the central mystery of its story. It was clear it was using footage of an actual actor and the trappings of a police interview, but exactly how all of this fit into the framework of a game wasn’t entirely clear. Talking to Sam Barlow, Her Story’s director, he didn’t find this ambiguity to be a negative.

Surrendering control and trusting in players with Her Story

“The game has already sold 100 times what I was expecting," he says. "We’ve hit a number now that I was hoping we’d hit in six months. We have a 96 percent positive review rating on Steam, so it appears the people who bought it enjoyed it, and got what they were expecting.’"

The game's full motion video is an oddity today--a throwback to early days of CD-ROM games. “Its oddness is an advantage," Barlow surmises. With discovery challenges on noisy social media and crowded storefronts like Steam and the App Store, the game's unique look does seem to separate itself from the crowd.

"If you’re browsing through all this stuff and flying through it, and you suddenly get a shot of real video footage of a real person among all the cartoon stuff, the 3D graphics, the aliens and explosions, you might sit up and say ‘Ok, that looks different,'" he says.


Surrendering control to players

And different it is. Charging you with investigating a murder from over 20 years ago, you have access to an archive of police interviews, but you can only search for them by keyword. Her Story then becomes a game of curiosity; following your own intrigue as you play a version of conversational Battleship , trying to find the right keyword based on the conversations you listen to and solve the case.

Because the pace is entirely driven by which words the player chooses to search for, the story emerges out of order and in fits and spurts, going down thematic blind alleys before you stumble upon a fertile thread again. I ask Barlow if this made it hard to write.


"I had the confidence that people would be able to give shape to the story, even if the pieces were coming at them in a different order."

“There’s definitely an element of surrendering control," he says. "When I started, it was quite scary for me because the last game I’d shipped, Silent Hill: Shattered Memories, was very much traditional storytelling, in that we had a big ending. While we did a lot that wasn’t traditional, it was still very much that everyone had the arc that led them to this cathartic ending, and that was the experience.’

“So going into this, it was kind of scary because we were surrendering that control," he says. "That said, the story has enough complexity that you can only break one thing at a time. There probably are players out there that had a very poor experience, with everything laid out and shown to them in the first five minutes.

"But I think the majority players are going to come across stuff at a good pace. Even if you do hit the ‘payoff’ of a story in the wrong order, there are still details and context that you can pull out of there. We have a really great ability as humans to put things together in our head, and infer things, so this was pushing that to an extreme. But I had the confidence that people would be able to give shape to the story, even if the pieces were coming at them in a different order.”

This seems to be the biggest lesson that Barlow learned during the development of Her Story : to trust the players and not try to control things too much. In the early stages of development he was doing a lot of research on real police interviews and transcripts.

“I put one of those into the format of Her Story , and ‘played it’ myself," he says. "And even though this hadn’t been scripted at all and wasn’t designed as a puzzle, it was still very interesting and satisfying to just naturally discover certain words and themes coming up. Just because this is what happens when people talk anyway.”

This pushed him away from trying to "gate" the narrative of Her Story with certain keywords, or even trying to control the pace at which the player investigated at all. “My way of creating it was to think a lot about the story and what was happening to these characters, and I had a rough plan that in each interview this was going to come up, or this is what the detective wants to know from this interview. But once I’d done that I just allowed the characters to talk, and to weave a very natural path writing from within the characters.”


Sculpting the dialog

So instead of controlling what the player does, the development shifted to making sure that what the player did want to do was supported as well as it could be. As the investigation is conducted purely through typing keywords into a search bar and having relevant videos show up, the words spoken during the interviews become rather important.

Barlow explains, “I created a ridiculously complicated spreadsheet that kept crashing my computer, which basically looked at every single word used in the dialog, how frequently those words appeared, questioning whether some clips would ever show up in a search due to the words they use, and then that spat out a bunch of stuff. Some words I’d used too much, or used too many different words to refer to the same thing, so I’d use synonyms to trim it into shape.’

“So at that point there was no scripted route, there was no flow chart, the best way I can talk about it is in terms of sculpting. With a sculpture you stand back with your chisel and shave a little bit off the elbow here, tweak a little bit here. So I was essentially pruning and tweaking it so that mathematically it had a good distribution for people to come at it.”

This all helps to make for a play experience that is almost completely singular. What’s interesting is how Barlow doesn’t seem to sweat the idea that the mystery might be solved quickly, or whether that mystery itself is all that important to Her Story . Instead it’s about investigation, and uncovering the layers of the story--a story that presents itself in fits and starts--through the short clips that pop up with each word that you type in the search bar. That confidence lies in both the ability of the player to heavily infer and read the subtext of everything is said, and also in the story that he’s created. And after the response that Her Story has received, as well as the experience of playing it, he seems to be pretty on the money.

Deus Ex: Mankind Divided - power and choice in cyberpunk Prague

Deep in a theatre in rainy Prague, bionic commando Adam Jensen is trapped in a closet.

Deus Ex top

This article was originally published in PC Gamer issue 285 . For more quality articles about all things PC gaming, you can subscribe now in the UKand the US.

Deep in a theatre in rainy Prague, bionic commando Adam Jensen is trapped in a closet. The door is the only exit, and that’s guarded by a bipedal robot loaded up with machine guns. There must be a way out; Deus Ex is all about choice.

I search for a vent, because there’s always a vent. But with the exception of a big bin, the room is empty. I have fled into the most featureless and poorly ventilated space in the Deus Ex universe. I consider my abilities: my electric dash will get me killed slightly faster than ambling into fire. Cloaking isn’t going to help either. I press a button to bring up my gun. From here you can switch ammo types, add silencers and tweak your scope. No armour-piercing rounds. Damn.

A frag grenade! Robots hate frag grenades. I open the door, toss the egg and close it again as the robot opens fire. WHUMP. I use my augmented vision mode to see through the wall and spot the robot lying still on its side. I crack the door. There’s a terrible whirring noise. The robot stirs, righting itself in a hideous tangle of legs. It’s not dead. It’s not dead at all.

I retreat into the room. This is Adam Jensen’s life now, this room. It’s an incongruous end for a man who has dedicated the two years since the events of Human Revolution to becoming the perfect walking weapon. Human Revolution Jensen was the improvised, slightly buggy prototype who could only punch two people before having to recharge his batteries. Mankind Divided Jensen is colder, harder and deadlier. Eidos Montreal refer to him as Jensen 2.0.

Deus Ex 1

Jensen 2.0 has just come up with a very stupid plan. With the right upgrades Jensen can lift huge objects, like the massive bin sitting in the corner. I open the door and grab the fridge-sized object, hugging it against my belly for dear life. The robot opens fire, and the bin soaks up the bullets—it’s working! I bump the robot backwards. The robot’s guns fire point blank into the bin as we perform an absurd rotating waltz into the corridor. I’m a genius. I silently thank Prague council’s commitment to bin sturdiness and slowly back away. I make it fi ve steps before the bin breaks. I’m an idiot.

I’m also dead, but laughing. In Deus Ex: Mankind Divided, even a tiny and almost featureless room can create moments of emergent absurdity. “That’s exactly the kind of story that we look for,” gameplay director Patrick Fortier tells me. “We really believe in the strength of spontaneous moments. They’re really powerful, and we believe that they’re as exciting for players as the big scripted moments.”

I’m inclined to agree, and happy to discover that Mankind Divided is a solid continuation of the Human Revolution formula. In Mankind Divided Jensen flies all over the world as a special forces expert working for the Deus Ex equivalent of Interpol. The world is still reeling from Human Revolution’s techno-virus outbreak that turned augmented individuals into frenzied cyborg killers. Now augmented people are oppressed, segregated and treated as an underclass in what Eidos Montreal awkwardly refer to as a “mechanical apartheid”. Jensen wants to track down the Illuminati members responsible for the state of the world, and punch them with his big metal hands. As executive narrative director Mary DeMarle puts it: “he wants to meet the puppeteer, he doesn’t want to just be the puppet anymore.”

The new hubs will be more populated and detailed than those of Human Revolution.

Mankind Divided will play out over a collection of hub zones, although Eidos Montreal hasn’t confirmed how many yet. The Prague level I explored takes place in one corner of a sizeable area—roughly two or three city blocks in size. The rest of the zone was locked off so I couldn’t explore first-hand, but the new hubs will be more populated and detailed than Human Revolution’s, thanks in large part to Mankind Divided’s new engine.

“It’s definitely a bigger monster than Human Revolution was,” says audio director Steve Szczepkowski. “In Human Revolution we could put maybe twelve people on screen that were moving, and then maybe another six static that would just sit and do their occupation. Well, that’s doubled.” The amount of dialogue has grown as a result. “I don’t remember what the total actor count is, but I know we’re already way over a hundred. And that’s with unique characters and all the factions we have so there’s a lot of voices. We’ve done a lot for the acting economy here in Montreal.”

Arma 3 guide now online from Shack Tactical founder

All summer, we enjoyed the community guides published in the run-up to Arma 3 's fall release.

's fall release. They were not only informative, but they offered a nice look at the systems and graphics that the open-world military sim offer. Now that Arma 3 is out, community guide narrator Andrew Gluck (aka Dslyecxi) has compiled a wealth of information in his official guide. And while the full guide is bundled with the deluxe edition of Arma 3, a ton of it is now available for free.

Gluck is the founder of Shack Tactical, the most devoted bunch of military sim roleplayerson the internet. In addition to diving into Arma 3's various systems, the guide explores how to function within Shack Tactical by roleplaying a set of near-military rules and procedures.

"In our eyes, hardcore milsim is chock-full of 'tactical fluff' that is irrelevant to the games at hand," Gluck writes. "This hardcore milsim typically presents itself though excessive rules, regulations, attempted recreations of full military rank structures far beyond what is relevant in the scope of your average Arma mission, doing things 'because the real military does them' regardless of their actual application to the game at hand, and other things that we believe do not have a place in these games. This guide reflects that mindset as well.

Even if you're not interested in enlisting with the most hardcore of tactical simmers, the information and tips on offer will be useful to anyone who plays Arma 3. There are over 130,000 words of it in the free, online version, so you've got no shortage of briefing materials to sort through before your next mission. Better get to it!

Don’t Walk The Plank, ‘Bridge The Gap’!

Monster Robot Studios ( Gravity Cat, SCZ: Beyond Dead ) returns to its pirate themed bridge-builder with the latest installment in the franchise: Bridge the Gap 2 .

The series’ second outing follows Captain Sneer and his band of misfits as they cross five distinct islands in search of treasure. Retrieving that treasure is a whole other story…

That’s where you come in. You are tasked with crafting bridges that enables the pirates to meet their sought after prize. Your tools include planks, crates, and barrels which combine as you drag and drop them into the environment. Mistakes are inevitable but thankfully Monster Robot Studios has your back. A ‘handy’ handsaw was included in your repertoire to undo any misfortunes that would lead to otherwise soggy pirates.

A number of changes are apparent, most striking is the visual upgrade. The team has refined the style established in the original Bridge the Gap with more fluid animation, more considered character design, and higher fidelity environments. In addition, the team added a night and day cycle that corresponds directly with your local time. At sundown, the moon and stars light up the night sky. At sunup, rays of light shine over the bountiful islands.

Visual upgrades in tandem with simple, well-realized gameplay ensure walking the plank one more time is worth the treasure waiting on the other side.

If you can’t wait to start collecting booty, you don’t have to! Bridge the Gap 2 is available now for the iPhone and iPod Touch at $0.99. A price fit for a pirate! Also available is the iPad version, Bridge the Gap 2 HD , which can be yours for $2.99.

For more on Bridge the Gap 2 head on over to Monster Robot Studios’ official website.

What the Deus Ex: Mankind Divided apartment says about Adam Jensen

Just in time for Christmas, Eidos Montreal has released two new pieces of concept art for Deus Ex: Mankind Divided showing our hero's living quarters for the new game.

Deus Ex Human Revolution Jensen reclining with fag

Just in time for Christmas, Eidos Montreal has released two new pieces of concept art for Deus Ex: Mankind Divided showing our hero's living quarters for the new game. In Human Revolution, the apartment was packed with little environmental details that hinted at Jensen's lifestyle and mental state. Secrets included a hidden weapons cache and a heartbreaking story about his dog, Kubrick.

"The core of Adam's apartment is once again inspired by the cyber renaissance theme, although darker than what it was in Human Revolution" explains EM on the Deus Ex site. "These two concepts are only the tip of the iceberg and there will be a lot more details to find".

Here's the first imageof Jensen's living room. This oneshows Jensen's bedroom.

Who would live in a flat like this?

Jensen pad slob life

Ah, the entirely healthy sight of two empty bottles of Jack Daniels within couch reaching distance. There's another bottle and a half-filled tumbler by the bed in the second piece of concept art. Jensen always has whiskey within arm's reach, which means his lifestyle hasn't come far from this piece of early Human Revolution art.

The cereal box ( Magic Gnome: Suspiciously Delicious!), toilet paper, empty dish and sleep-crumpled blanket hint at Jensen's entire day-night cycle. The pale glow emanating from the left hints at a television screen, but I like to think that Jensen simply spends his hours staring deep into a blank wall brooding and flicking his shades on and off for fun.

Jensen pad target practice

Half a bottle into JD stupor, Jensen stumbled to his feet to fling a few arm chisels at this target sheet. The scars on the paper suggest a

The coat stand is empty, even though Jensen owns approximately 3,000 coats. They're strewn all over the apartment. Jensen sharpens up well when he's out, but this is the apartment of a messy bachelor who still hasn't completely unpacked his stuff, and never will.

Jensen pad telescope

You can see form the angle of the telescope that this is definitely for spying on others outside his building, not stargazing. As an enemy of the illuminati, Jensen has reason to be paranoid. This telescope can actually be found in the corner of his Human Revolution apartment, to the right of his television. In Human Revolution, it was folded away. The fact it's set up here suggests Jensen's more wary. It's always within reach of his little workstation at the dining table.

Jensen Pad Mirror

This is a sign of progress at least—an unbroken mirror! In Jensen's last apartment his toilet mirror was smashed by, presumably, the punch of one of Jensen's big metal arms. Jensen is at least able to look at himself without flying into a despairing age.

It's hard to tell what the ball on the left is at this distance, but it's probably a golden globe, as seen on this coverof an issue of the Deus Ex Universe comic in which Jensen squats, Atlas-like, under the pressing palm of the Illuminati—symbolism! I bet we'll see the globe imagery appear a few times in Mankind Divided. The globe-in-a-fist imagery has been part of Deus Ex since the first game.

On the right, a reading light. We see that Jensen is a big reader, even if he can't put up a bookshelf.

Jensen Pad Books

The book titles are illegible in this piece of concept art, but they'll surely be clear in the final game. Jensen's Human Revolution apartment was full of books, including encyclopedias, "Cars of Detroit", "Narcotics" and "CHILD AND VIOLENCE".

Jensen is man of diverse interests and eclectic taste, but his obsession with watchmaking and tinkering in the last game has given way to a fondness for art. As well as the gold globe in the last picture, the bedroom also features a this piece, and the living room has a nice horse. In Human Revolution Jensen's obsession with the internal working of gadgets allowed him to work through his cybernetic body issues, that seems to have faded as he's come to terms with himself, and he's moved on to different forms of expression. That, or the paintings were there when Jensen bought the apartment, and actually he's taken them down to replace them with target practice sheets.

Human Revolution's aesthetic was built around the idea of a cyber-renaissance, and Jensen's clearly intended to embody the ideal of the Renaissance Man—a figure of eclectic tastes, who excels physically and intellectually. You explore Jensen's physical capabilities through play, so it's up to environmental details like these to fill in the rest of Adam's personality.

However, I have no idea what this is, below the lightsaber candelabrum, to the left of the half-finished bottle of whisky. Alarm clock? Rubbish origami swan?

Deus Ex candle

DayZ Origins mod update 1.7.7: adds new I Am Legend-inspired area and, er, ghosts

We last checked in with DayZ Origins - that's the unofficial spin-off to DayZ , remember - back in March , and it seems the mod's mod has come on a long way since then.

, and it seems the mod's mod has come on a long way since then. There's a ton of new content in, but the gist is that it adds a new island (inspired by Will Smith-and-his-dog vehicle I Am Legend, no less), along with a new race of mutants , the power to create player-made towns, and the possibility of people you've killed coming back as vengeful spirits. Wait, what?

Novistrana is the name of the new island, which has been added to the Taviana map and been inspired by scenes and locations from Will Smith's hit movie HitchI Am Legend. It's 265 km2 - about as big as Cherno - and according to GamersPlatoon's George Edward (via email), "it is the only map designed from scratch for DayZ in a post-apocalyptic setup", in contrast to the militarily designed structures present in the base mod (obviously because DayZ is based an Arma 2). You can see an image of it below, with bonus corpses.

Interestingly, update 1.7.7 aims to supply a fresh injection of fear to the game by, as Edward puts it, "moving into the spiritual world". Sadly this doesn't involve peering at blobs of residue in tea cups or enduring Derek Acorah, but it does mean that "bandits who receive death injuries" will "start getting hunted by the visions of their victims". Crikey.

There's also some business about a Doctor Vlad and his experiments (another reference to I Am Legend, I expect), which have had the side-effect of creating a bunch of mutants, creatures that will prove a danger to both the living and the undead, apparently. Also in the update: survivor-made villages/towns, house-building and mining, a tribal system, strongholds and much, much more, in what must be the most densely packed press release I've ever seen. Head here for more info, and here for a giant listof everything that's been added and changed.

Extraordinary. The update wouldn't be complete without a trailer, of course, so here's an incredibly slow ten-minute sneak peek:

You can download DayZ Origins here.

The IGM Let’s Play – BroForce Part 2

Welcome to the IGM Let’s Play!

Welcome to the IGM Let’s Play! In this weekly show, we take a day to have some fun. Either with our hitbox Armada team, or with our own authors, or even with members of our audience! We always have a great game to watch and conversation to be had, so sit back, relax and enjoy! Come watch (and “follow”) the show live on our hitbox channelevery Wednesday night at 9:00pm EDT.

Or you can just sit back and watch all our live streams right here on our new IGM Livepage.

Host: Nick Cescon (@Avg_Gmr), Anthony Percival (@Killerpeachy), Nick Manning (@MightBeGiantYT)
Original Air Date: July 12, 2014

Deus Ex: Mankind Divided delayed to August 2016

Deus Ex: Mankind Divided has been pushed back to August 23 next year, meaning it will release exactly five years after the launch of Human Revolution.

Deus Ex Mankind Divided 4

Deus Ex: Mankind Divided has been pushed back to August 23 next year, meaning it will release exactly five years after the launch of Human Revolution. It was formerly due out next February.

The statement was made by Eidos Mondreal studio head David Anfossi on the Deus Ex site, who writes that "expectations are extremely high, and we not only want to meet those expectations, but exceed them."

"We're confident and proud of the game so far. However, as we are now playing through the game in full we can see that it will require more time in post-production for tuning, iterations, and refinement to meet our high standards."

The section we played recently was very promising, and the footage shownso far has been similarly encouraging. Better late and great, though. Time to close the slats and brood, Jensen stylefor the coming months.

Project Reality 2 announced, turns the military FPS mod into a standalone game

The Project Reality mod for Battlefield 2/Arma 2 finally hit version 1.0 earlier this year , after eight years of development time.

, after eight years of development time. During that time, the game series it was modifying have moved on to bigger and more explodey instalments - several times, when it comes to Battlefield. Now, the PR Team have announced the mod's follow-up- and, excitingly, you won't need to rely on any other games to play it. Project Reality 2 is being built using CryEngine 3 to be "completely standalone", in contrast to the distinctly semi-detached nature of the original.

Like the original mod, the aim with PR2 is to be one of the more realistic multiplayer shooters out there. As thereveals, "Initially, Project Reality 2 will be a small scale, infantry based FPS with a comprehensive weapon handling system that will aim to be as realistic as possible. Map sizes will be 1km and 2km with an Advance and Secure (or "AAS") style game mode, similar to that seen in the Project Reality: BF2 and Project Reality: ARMA 2 modifications." The team are currently working on the alpha - development began in mid-2012 - although a public release "is still away off" as there's obviously a lot more work involved with making a standalone release.

Interestingly, Project Reality 2 will also be "free to play", and thanks to the lack of hyphens there I'm going to assume that means the good kind of free, rather than the wallet-tickling kind often favoured by many of today's online-FPS developers. For the full details, be sure to read that announcement post - in the meantime, here's how PR1 was looking just a few months ago:

Deus Ex: Mankind Divided will have an FOV slider on PC

FOV (field of view) sliders give players the ability to adjust how much of a game world they can see on their monitor at one time.

Deus Ex Mankind Divided Adam Jensen

FOV (field of view) sliders give players the ability to adjust how much of a game world they can see on their monitor at one time. Some players will widen their view to gain a tactical edge—the more you can see, the more you can kill—while others make adjustments to combat the effects of motion sickness. (This Quake videodoes a good job of illustrating the benefits and drawbacks of messing with FOV.) They have value, in other words, but their implementation is far from universal. Evolve, as an example, launched without an FOV slider and then patched one inlater.

Fortunately, Deus Ex: Mankind Dividedwill offer an adjustable FOV right out of the gate, on the PC at least. "PC version will have it," Executive Game Director Jean-François Dugas said in response to an inquiry on Twitter. That question, interestingly enough, followed a Dugas tweet from a couple of weeks ago in which he clarified a November 1 statement that Deus Ex: Mankind Divided will be locked at 30 fps:

No no and no. 30fps is consoles. We all breathe, thanks. https://t.co/uUqFQMOqkW November 3, 2015

Good news, that. Deus Ex: Mankind Divided will be out on February 23, 2016. It's looking very promising.

GameStop acquires Kongregate

GameStop is a massive retailer that sells hard copies of games for full price.

kongregate thumb

GameStop is a massive retailer that sells hard copies of games for full price. Kongregate is a free flash portal that integrates lovely web games with achievements, profiles, leaderboards, and micro-transactions. GameStop just ate Kongregate last night. BE AFRAID.

Okay, that may have been scaremongering. If you snoop around their announcement page, you start to get the idea that the Kongregate guys just wanted to be able to buy a new door for the office and hire someone to make the tea. There certainly isn't a big GameStop logo on their site.

It also doesn't affect developers much either, according to the announcement:

"We're not making any changes to our uploading process, or to the way our rev share works. However since GameStop has over 6,000 stores and a lot of customers, it's pretty darn likely your games will be seen by even more people, and will generate more money! Speaking of which, thanks for the games. They're pretty swell."

[via Develop]

Whopping 87% Of iPhone 4S Owners Use Siri Every Month

The iPhone 4S is the only device with the capability to use Siri, most likely to persuade the public to purchase it over the iPod Touch.

Apple has been trying to show off their personal voice recognition assistant, Siri, in the iPhone 4S.

The iPhone 4S is the only device with the capability to use Siri, most likely to persuade the public to purchase it over the iPod Touch. A recent study foundthat 87 percent of people use Siri at least once a month. Park Associates says that 55 percent of the users were satisfied and 9 percent were unsatisfied.

Since Apple introduced Siri in fall 2011, it has seemed to characterize what we perceive the iPhone 4S, and has really been the biggest reason to differentiate from purchasing a different iDevice to the iPhone 4S. It may extend as far as influencing venturing phone buyers to pick the iPhone 4S over a competitive Android powered phone such as the Samsung Galaxy™ II Skyrocket. Even though almost all iPhone 4S users try Siri every month, even though it’s still in beta, there is a lot of unused features that haven’t been tried out.

“Many other Siri services are getting little pickup, however. They include playing music and scheduling meetings. Thirty-two and 35% of 4S users, respectively, said they had never used Siri to perform those actions. Those categories also had some of the lowest percentage of users that did either daily or almost daily.

Email usage is pretty split, with 30% saying they have never used Siri to send an email while 26% say they use it to send email daily or almost daily.”

Deus Ex: Mankind Divided trailer showcases new and improved Jensen

Sorry, I mean Adam Jensen 2.0.
"I used to know what tomorrow looked like," he begins, which is a way more impressive skill than the "gun-arm augmentations" and the rest so it's a shame he doesn't have that precognition anymore.

Today is the day that video game men get their own trailers. First Assassin's Creed Syndicate's Jacob Frye, and now Deus Ex: Mankind Divided's Adam Jensen.

"I used to know what tomorrow looked like," he begins, which is a way more impressive skill than the "gun-arm augmentations" and the rest so it's a shame he doesn't have that precognition anymore. You can watch the trailer to find out what he does have, however, which includes lots of different ways to kill people.

Look, basically all this trailer will give you is close-up shots of Jensen's gun-arm and some action-movie quips, but if you want to know what it's actually like to play Mankind Divided then Tom has an extensive hands-onthat you should definitely check out.

Titanfall's Titan-free Pilot Skirmish mode goes live today

What do you call a game of Titanfall without any titans?

What do you call a game of Titanfall without any titans? It's a question worthy of Bishop Berkeley, who was quite the fan of mech-based multiplayer shooters, as you may recall. Whatever you call it—'Fall', maybe?—Titanfall sans titans is now a thing, at least in the game's new Pilot Skirmish mode, added today. Wonderfully,also adds colourblind options and new burn cards to Respawn's game, while removing the penalties for joining a match late.

We went into more detail about the update last week, but the gist is that Pilot Skirmish is an 8v8 mode with no AI or big stompy robot suits to worry about. Bug fixes, tweaks, and a ton of other changes are included in the update too—you'll find the full deets at this link.

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